Open Source Tomb Raider Engine
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Mesh.cpp 13KB

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  1. /*!
  2. * \file src/Mesh.cpp
  3. * \brief OpenGL Mesh
  4. *
  5. * \author Mongoose
  6. */
  7. #include <stdlib.h>
  8. #include "global.h"
  9. #include "Mesh.h"
  10. ////////////////////////////////////////////////////////////
  11. // Constructors
  12. ////////////////////////////////////////////////////////////
  13. Mesh::Mesh() {
  14. mNumVertices = 0;
  15. mVertices = 0x0;
  16. mNumNormals = 0;
  17. mNormals = 0x0;
  18. mNumColors = 0;
  19. mColors = 0x0;
  20. mNumTris = 0;
  21. mTris = 0x0;
  22. mNumQuads = 0;
  23. mQuads = 0x0;
  24. mVertexArray = 0x0;
  25. mNormalArray = 0x0;
  26. mColorArray = 0x0;
  27. mTriangleCount = 0;
  28. mTriangleTextures = 0x0;
  29. mTriangleIndices = 0x0;
  30. mTriangleFlags = 0x0;
  31. mTriangleTexCoordArray = 0x0;
  32. mFlags = 0;
  33. mMode = MeshModeTexture;
  34. }
  35. Mesh::~Mesh() {
  36. for (unsigned int i = 0; i < mNumVertices; i++)
  37. delete [] mVertices[i];
  38. delete [] mVertices;
  39. mVertices = NULL;
  40. for (unsigned int i = 0; i < mNumNormals; i++)
  41. delete [] mNormals[i];
  42. delete [] mNormals;
  43. mNormals = NULL;
  44. for (unsigned int i = 0; i < mNumColors; i++)
  45. delete [] mColors[i];
  46. delete [] mColors;
  47. mColors = NULL;
  48. if (mTris) {
  49. for (unsigned int i = 0; i < mNumTris; ++i) {
  50. delete [] mTris[i].triangles;
  51. delete [] mTris[i].alpha_triangles;
  52. delete [] mTris[i].texcoors;
  53. delete [] mTris[i].texcoors2;
  54. }
  55. delete [] mTris;
  56. mTris = NULL;
  57. }
  58. if (mQuads) {
  59. for (unsigned int i = 0; i < mNumQuads; ++i) {
  60. delete [] mQuads[i].quads;
  61. delete [] mQuads[i].alpha_quads;
  62. delete [] mQuads[i].texcoors;
  63. delete [] mQuads[i].texcoors2;
  64. }
  65. delete [] mQuads;
  66. mQuads = NULL;
  67. }
  68. delete [] mVertexArray;
  69. mVertexArray = NULL;
  70. delete [] mNormalArray;
  71. mNormalArray = NULL;
  72. delete [] mColorArray;
  73. mColorArray = NULL;
  74. delete [] mTriangleTextures;
  75. mTriangleTextures = NULL;
  76. delete [] mTriangleIndices;
  77. mTriangleIndices = NULL;
  78. delete [] mTriangleFlags;
  79. mTriangleFlags = NULL;
  80. delete [] mTriangleTexCoordArray;
  81. mTriangleTexCoordArray = NULL;
  82. }
  83. ////////////////////////////////////////////////////////////
  84. // Public Accessors
  85. ////////////////////////////////////////////////////////////
  86. void Mesh::drawAlpha() {
  87. unsigned int i, j, k, index;
  88. // Render quadralaterals
  89. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i) {
  90. switch (mMode) {
  91. case MeshModeWireframe:
  92. glColor3f(0.0, 0.0, 1.0);
  93. glBindTexture(GL_TEXTURE_2D, 0);
  94. break;
  95. case MeshModeSolid:
  96. // Bind WHITE texture for solid colors
  97. glBindTexture(GL_TEXTURE_2D, 0);
  98. break;
  99. case MeshModeTexture:
  100. case MeshModeMultiTexture:
  101. // Bind texture id for textures
  102. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture + 1);
  103. break;
  104. }
  105. glBegin(GL_QUADS);
  106. for (j = 0; j < mQuads[i].num_alpha_quads; ++j) {
  107. for (k = 0; k < 4; ++k) {
  108. index = mQuads[i].alpha_quads[j * 4 + k];
  109. glTexCoord2fv(mQuads[i].texcoors2[j * 4 + k]);
  110. glColor4fv(mColors[index]);
  111. glVertex3fv(mVertices[index]);
  112. }
  113. }
  114. glEnd();
  115. }
  116. // Render triangles
  117. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i) {
  118. switch (mMode) {
  119. case MeshModeWireframe:
  120. glColor3f(0.0, 1.0, 0.0);
  121. glBindTexture(GL_TEXTURE_2D, 0);
  122. break;
  123. case MeshModeSolid:
  124. // Bind WHITE texture for solid colors
  125. glBindTexture(GL_TEXTURE_2D, 0);
  126. break;
  127. case MeshModeTexture:
  128. case MeshModeMultiTexture:
  129. // Bind texture id for textures
  130. glBindTexture(GL_TEXTURE_2D, mTris[i].texture + 1);
  131. break;
  132. }
  133. glBegin(GL_TRIANGLES);
  134. for (j = 0; j < mTris[i].num_alpha_triangles; ++j) {
  135. for (k = 0; k < 3; ++k) {
  136. index = mTris[i].alpha_triangles[j * 3 + k];
  137. glTexCoord2fv(mTris[i].texcoors2[j * 3 + k]);
  138. glColor4fv(mColors[index]);
  139. glVertex3fv(mVertices[index]);
  140. }
  141. }
  142. glEnd();
  143. }
  144. }
  145. void Mesh::drawSolid() {
  146. unsigned int i, j, k, index;
  147. if (mFlags & fMesh_UseVertexArray) {
  148. //glEnableClientState(GL_VERTEX_ARRAY);
  149. //glVertexPointer(3, GL_FLOAT, 0, mVertexArray);
  150. glPointSize(2.0f);
  151. glColor3f(1.0f, 1.0f, 1.0f);
  152. glBegin(GL_TRIANGLES);
  153. for (i = 0; i < mTriangleCount * 3; ++i) {
  154. //glArrayElement(mTriangleIndices[i]);
  155. glVertex3fv(mVertexArray + mTriangleIndices[i]);
  156. }
  157. glEnd();
  158. glPointSize(1.0f);
  159. //! \fixme
  160. /*
  161. for (j = 0; j < mQuads[i].num_quads; ++j)
  162. {
  163. for (k = 0; k < 4; ++k)
  164. {
  165. index = mQuads[i].quads[j*4+k];
  166. glTexCoord2fv(mQuads[i].texcoors[j*4+k]);
  167. glArrayElement(mQuads[i].quads[j*4+k]);
  168. }
  169. }
  170. */
  171. return;
  172. }
  173. // Render quadralaterals
  174. for (mQuads ? i = 0 : i = mNumQuads; i < mNumQuads; ++i) {
  175. switch (mMode) {
  176. case MeshModeSolid:
  177. glColor3f(0.0, 0.0, 0.0);
  178. break;
  179. case MeshModeWireframe:
  180. // Bind WHITE texture for solid colors
  181. glBindTexture(GL_TEXTURE_2D, 0);
  182. break;
  183. #ifdef MULTITEXTURE
  184. case MeshModeMultiTexture:
  185. glActiveTextureARB(GL_TEXTURE0_ARB);
  186. glEnable(GL_TEXTURE_2D);
  187. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture + 1);
  188. glActiveTextureARB(GL_TEXTURE1_ARB);
  189. glEnable(GL_TEXTURE_2D);
  190. glBindTexture(GL_TEXTURE_2D, mQuads[i].bumpmap + 1);
  191. break;
  192. #else
  193. case MeshModeMultiTexture:
  194. #endif
  195. case MeshModeTexture:
  196. // Bind texture id for textures
  197. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  198. glBindTexture(GL_TEXTURE_2D, mQuads[i].texture + 1);
  199. break;
  200. }
  201. glBegin(GL_QUADS);
  202. for (j = 0; j < mQuads[i].num_quads; ++j) {
  203. for (k = 0; k < 4; ++k) {
  204. index = mQuads[i].quads[j * 4 + k];
  205. glColor4fv(mColors[index]);
  206. #ifdef MULTITEXTURE
  207. if (mMode == MeshModeMultiTexture) {
  208. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  209. mQuads[i].texcoors[j * 4 + k]);
  210. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  211. mQuads[i].texcoors[j * 4 + k]);
  212. } else
  213. #endif
  214. glTexCoord2fv(mQuads[i].texcoors[j * 4 + k]);
  215. glVertex3fv(mVertices[index]);
  216. }
  217. }
  218. glEnd();
  219. }
  220. // Render triangles
  221. for (mTris ? i = 0 : i = mNumTris; i < mNumTris; ++i) {
  222. switch (mMode) {
  223. case MeshModeSolid:
  224. glColor3f(1.0, 0.0, 0.0);
  225. break;
  226. case MeshModeWireframe:
  227. // Bind WHITE texture for solid colors
  228. glBindTexture(GL_TEXTURE_2D, 0);
  229. break;
  230. #ifdef MULTITEXTURE
  231. case MeshModeMultiTexture:
  232. glActiveTextureARB(GL_TEXTURE0_ARB);
  233. glEnable(GL_TEXTURE_2D);
  234. glBindTexture(GL_TEXTURE_2D, mTris[i].texture + 1);
  235. glActiveTextureARB(GL_TEXTURE1_ARB);
  236. glEnable(GL_TEXTURE_2D);
  237. glBindTexture(GL_TEXTURE_2D, mTris[i].bumpmap + 1);
  238. break;
  239. #else
  240. case MeshModeMultiTexture:
  241. #endif
  242. case MeshModeTexture:
  243. // Bind texture id for textures
  244. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  245. glBindTexture(GL_TEXTURE_2D, mTris[i].texture + 1);
  246. break;
  247. }
  248. glBegin(GL_TRIANGLES);
  249. for (j = 0; j < mTris[i].num_triangles; ++j) {
  250. for (k = 0; k < 3; ++k) {
  251. index = mTris[i].triangles[j * 3 + k];
  252. #ifdef MULTITEXTURE
  253. if (mMode == MeshModeMultiTexture) {
  254. glMultiTexCoord2fvARB(GL_TEXTURE0_ARB,
  255. mTris[i].texcoors[j * 3 + k]);
  256. glMultiTexCoord2fvARB(GL_TEXTURE1_ARB,
  257. mTris[i].texcoors[j * 3 + k]);
  258. } else
  259. #endif
  260. glTexCoord2fv(mTris[i].texcoors[j * 3 + k]);
  261. glColor4fv(mColors[index]);
  262. glVertex3fv(mVertices[index]);
  263. }
  264. }
  265. glEnd();
  266. }
  267. #ifdef MULTITEXTURE
  268. if (mMode == MeshModeMultiTexture) {
  269. glDisable(GL_TEXTURE_2D);
  270. glActiveTextureARB(GL_TEXTURE0_ARB);
  271. }
  272. #endif
  273. }
  274. ////////////////////////////////////////////////////////////
  275. // Public Mutators
  276. ////////////////////////////////////////////////////////////
  277. void Mesh::allocateColors(unsigned int n) {
  278. if (mColors) {
  279. for (unsigned int i = 0; i < mNumColors; i++)
  280. delete [] mColors[i];
  281. delete [] mColors;
  282. mNumColors = 0;
  283. }
  284. if (!n) {
  285. return;
  286. }
  287. mNumColors = n;
  288. mColors = new float *[mNumColors];
  289. for (unsigned int i = 0; i < mNumColors; i++)
  290. mColors[i] = new float[4];
  291. }
  292. void Mesh::allocateNormals(unsigned int n) {
  293. if (mNormals) {
  294. for (unsigned int i = 0; i < mNumNormals; i++)
  295. delete [] mNormals[i];
  296. delete [] mNormals;
  297. mNumNormals = 0;
  298. }
  299. if (!n) {
  300. return;
  301. }
  302. mNumNormals = n;
  303. mNormals = new float *[mNumNormals];
  304. for (unsigned int i = 0; i < mNumNormals; i++)
  305. mNormals[i] = new float[3];
  306. }
  307. void Mesh::allocateRectangles(unsigned int n) {
  308. if (mQuads) {
  309. mNumQuads = 0;
  310. delete [] mQuads;
  311. }
  312. if (!n) {
  313. return;
  314. }
  315. mNumQuads = n;
  316. mQuads = new rect_t[mNumQuads];
  317. }
  318. void Mesh::allocateTriangles(unsigned int n) {
  319. if (mTris) {
  320. mNumTris = 0;
  321. delete [] mTris;
  322. }
  323. if (!n) {
  324. return;
  325. }
  326. mNumTris = n;
  327. mTris = new tris_t[mNumTris];
  328. }
  329. void Mesh::allocateVertices(unsigned int n) {
  330. if (mVertices) {
  331. for (unsigned int i = 0; i < mNumVertices; i++)
  332. delete [] mVertices[i];
  333. delete [] mVertices;
  334. mNumVertices = 0;
  335. }
  336. if (!n) {
  337. return;
  338. }
  339. mNumVertices = n;
  340. mVertices = new float *[mNumVertices];
  341. for (unsigned int i = 0; i < mNumVertices; i++)
  342. mVertices[i] = new float[3];
  343. }
  344. void Mesh::bufferColorArray(unsigned int colorCount, float* colors) {
  345. if (mColors) {
  346. for (unsigned int i = 0; i < mNumColors; i++)
  347. delete [] mColors[i];
  348. delete [] mColors;
  349. mNumColors = 0;
  350. }
  351. if (!colorCount) {
  352. return;
  353. }
  354. mNumColors = colorCount;
  355. mColorArray = colors;
  356. }
  357. void Mesh::bufferNormalArray(unsigned int normalCount, float* normals) {
  358. if (mNormals) {
  359. for (unsigned int i = 0; i < mNumNormals; i++)
  360. delete [] mNormals[i];
  361. delete [] mNormals;
  362. mNumNormals = 0;
  363. }
  364. if (!normalCount) {
  365. return;
  366. }
  367. mNumNormals = normalCount;
  368. mNormalArray = normals;
  369. }
  370. void Mesh::bufferTriangles(unsigned int count,
  371. unsigned int* indices, float* texCoords,
  372. int* textures, unsigned int* flags) {
  373. mTriangleCount = count;
  374. mTriangleTextures = textures;
  375. mTriangleIndices = indices;
  376. mTriangleFlags = flags;
  377. mTriangleTexCoordArray = texCoords;
  378. //! \fixme sortTrianglesByTexture();
  379. }
  380. void Mesh::bufferVertexArray(unsigned int vertexCount, float* vertices) {
  381. if (mVertices) {
  382. for (unsigned int i = 0; i < mNumVertices; i++)
  383. delete [] mVertices[i];
  384. delete [] mVertices;
  385. mNumVertices = 0;
  386. }
  387. if (!vertexCount) {
  388. return;
  389. }
  390. mNumVertices = vertexCount;
  391. mVertexArray = vertices;
  392. mFlags |= fMesh_UseVertexArray;
  393. }
  394. void Mesh::setColor(unsigned int index,
  395. float r, float g, float b, float a) {
  396. assert(index < mNumColors);
  397. mColors[index][0] = r;
  398. mColors[index][1] = g;
  399. mColors[index][2] = b;
  400. mColors[index][3] = a;
  401. }
  402. void Mesh::setColor(unsigned int index, float rgba[4]) {
  403. assert(index < mNumColors);
  404. mColors[index][0] = rgba[0];
  405. mColors[index][1] = rgba[1];
  406. mColors[index][2] = rgba[2];
  407. mColors[index][3] = rgba[3];
  408. }
  409. void Mesh::setNormal(unsigned int index, float i, float j, float k) {
  410. assert(index < mNumNormals);
  411. mNormals[index][0] = i;
  412. mNormals[index][1] = j;
  413. mNormals[index][2] = k;
  414. }
  415. void Mesh::setVertex(unsigned int index, float x, float y, float z) {
  416. assert(index < mNumVertices);
  417. mVertices[index][0] = x;
  418. mVertices[index][1] = y;
  419. mVertices[index][2] = z;
  420. }
  421. ////////////////////////////////////////////////////////////
  422. // Private Accessors
  423. ////////////////////////////////////////////////////////////
  424. ////////////////////////////////////////////////////////////
  425. // Private Mutators
  426. ////////////////////////////////////////////////////////////